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Jul 19th, 2018
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  1. int CItem::GetAttributeSetIndex()
  2. {
  3. if (GetType() == ITEM_WEAPON)
  4. {
  5. if (GetSubType() == WEAPON_ARROW)
  6. return -1;
  7.  
  8. return ATTRIBUTE_SET_WEAPON;
  9. }
  10.  
  11. if (GetType() == ITEM_ARMOR)
  12. {
  13. switch (GetSubType())
  14. {
  15. case ARMOR_BODY:
  16. return ATTRIBUTE_SET_BODY;
  17.  
  18. case ARMOR_WRIST:
  19. return ATTRIBUTE_SET_WRIST;
  20.  
  21. case ARMOR_FOOTS:
  22. return ATTRIBUTE_SET_FOOTS;
  23.  
  24. case ARMOR_NECK:
  25. return ATTRIBUTE_SET_NECK;
  26.  
  27. case ARMOR_HEAD:
  28. return ATTRIBUTE_SET_HEAD;
  29.  
  30. case ARMOR_SHIELD:
  31. return ATTRIBUTE_SET_SHIELD;
  32.  
  33. case ARMOR_EAR:
  34. return ATTRIBUTE_SET_EAR;
  35. }
  36. }
  37. else if (GetType() == ITEM_COSTUME)
  38. {
  39. switch (GetSubType())
  40. {
  41. case ARMOR_BODY: // 코스츔 갑옷은 일반 갑옷과 동일한 Attribute Set을 이용하여 랜덤속성 붙음 (ARMOR_BODY == COSTUME_BODY)
  42. return ATTRIBUTE_SET_BODY;
  43.  
  44. case ARMOR_HEAD: // 코스츔 헤어는 일반 투구 아이템과 동일한 Attribute Set을 이용하여 랜덤속성 붙음 (ARMOR_HEAD == COSTUME_HAIR)
  45. return ATTRIBUTE_SET_HEAD;
  46.  
  47. case COSTUME_MOUNT:
  48. break;
  49. }
  50. }
  51.  
  52. return -1;
  53. }
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